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Post by jirlucfan on Jul 22, 2019 13:12:53 GMT -5
Hi, So I have multiple meshes that I would like to make into watches for The Sims 4. I've been looking at these tutorials: sims4studio.com/thread/164/start-finish-accessory-mesh-beginnerssims4studio.com/thread/258/start-finish-accessory-mesh-beginnersBut they are for making NEW meshes without any existing UV mapping or textures, which doesn't help all that much. It helps some, but I'm still lost.. I successfully moved all the verticies and faces and what not over to where the left arm accessory stuff is located. But I have no idea how I am going to make the meshes texture look like how it is supposed to. Am I just supposed to remake the entire UV map texture myself with painting? I'm not sure what to do. I want everything to line up correctly to how it looks on the original 3D model. I'm sure that people have to change around the UV map textures when converting stuff from like, Sims 2 and Sims 3 to Sims 4, right? There has to be some way then. Also, I have no idea how to replace the DiffuseMap, or any image in Blender to be exact. Lol Please help me or give me tips! I'm sure I am overlooking something. This is my first time trying to do anything with meshes and The Sims 4. I would really love to be able to figure this out!
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Post by jirlucfan on Jul 24, 2019 16:34:52 GMT -5
Hello??
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Post by sigma1202 on Jul 25, 2019 12:19:55 GMT -5
Hi, if i understand correctly you want to bake the texture to a new UV layout, there is a tutorial on how to do it in blender but its a little complex to understand link, if you have difficulty to follow message me back and i'll try to explain it easier
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Post by jirlucfan on Jul 26, 2019 18:47:26 GMT -5
Hi, if i understand correctly you want to bake the texture to a new UV layout, there is a tutorial on how to do it in blender but its a little complex to understand link, if you have difficulty to follow message me back and i'll try to explain it easier Alright, so I'm trying to bake the texture to a UV map that will work for The Sims 4. I put in the original 3D model and the UV texture edited one, and the previous one turns dark, and it just fills in the UV map area with the color of the model (green) I'll attach my Blender files before and after trying to bake: www.mediafire.com/file/w9p50qmr03qsjv3/beforebaking.blend/filewww.mediafire.com/file/g7fwmlpex250il0/afterbaking.blend/fileI tried baking a second time and it bakes the texture of the shorts over the selection. Didn't look different though. Hoping that this will get easier, as there are a lot of watches and meshes and what not I want to be able to have in my game. I appreciate your help!
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Post by sigma1202 on Jul 27, 2019 6:57:28 GMT -5
Hi, if i understand correctly you want to bake the texture to a new UV layout, there is a tutorial on how to do it in blender but its a little complex to understand link, if you have difficulty to follow message me back and i'll try to explain it easier Alright, so I'm trying to bake the texture to a UV map that will work for The Sims 4. I put in the original 3D model and the UV texture edited one, and the previous one turns dark, and it just fills in the UV map area with the color of the model (green) I'll attach my Blender files before and after trying to bake: www.mediafire.com/file/w9p50qmr03qsjv3/beforebaking.blend/filewww.mediafire.com/file/g7fwmlpex250il0/afterbaking.blend/fileI tried baking a second time and it bakes the texture of the shorts over the selection. Didn't look different though. Hoping that this will get easier, as there are a lot of watches and meshes and what not I want to be able to have in my game. I appreciate your help! Hi there, so your mesh uv map is a little weird, and you did the baking wrong, so i made a video of making your watch from start to finish maybe you can learn how to do it by watching, its a little messy though. You will also need these resources: sims 4 template, magic uv blender add-on (we don't really need it but it will make our life easier) when i am positioning the uv layout you can see those 3 vertices i picked Blender wont bake these since they have a size of 0, you will have to manually color them in in a painting program, keep in mind that you have to color them with the color on which they were on anyway there is your finished package available for teen-elder, female and male, i hope you manage to do the rest of them now
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Post by jirlucfan on Jul 27, 2019 15:52:43 GMT -5
Alright, so I'm trying to bake the texture to a UV map that will work for The Sims 4. I put in the original 3D model and the UV texture edited one, and the previous one turns dark, and it just fills in the UV map area with the color of the model (green) I'll attach my Blender files before and after trying to bake: www.mediafire.com/file/w9p50qmr03qsjv3/beforebaking.blend/filewww.mediafire.com/file/g7fwmlpex250il0/afterbaking.blend/fileI tried baking a second time and it bakes the texture of the shorts over the selection. Didn't look different though. Hoping that this will get easier, as there are a lot of watches and meshes and what not I want to be able to have in my game. I appreciate your help! Hi there, so your mesh uv map is a little weird, and you did the baking wrong, so i made a video of making your watch from start to finish maybe you can learn how to do it by watching, its a little messy though. You will also need these resources: sims 4 template, magic uv blender add-on (we don't really need it but it will make our life easier) when i am positioning the uv layout you can see those 3 vertices i picked Blender wont bake these since they have a size of 0, you will have to manually color them in in a painting program, keep in mind that you have to color them with the color on which they were on anyway there is your finished package available for teen-elder, female and male, i hope you manage to do the rest of them now Thank you a bunch for going out of your way to helping me with this to that extent! I appreciate it so much. The video will definitely help me!
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Post by jirlucfan on Jul 28, 2019 16:10:47 GMT -5
Okay, so I'm trying to do one of these on my own, and it's still doing the same as when I tried to bake before: It only makes the mesh the main color of the original mesh texture (with the other watch I tried, it was all green, this new one is all red) I'm not sure what I'm doing wrong or missing. I inserted the mesh, repositioned the verticies over the correct area, set the UV map under the Texture window, made the two Alpha images, and baked over it with the 3 px margin. Not sure what I am doing wrong. It actually seems simple enough when I watch your video, so I'm not sure why the texture is not baking properly. Here is a link to the Blender file. I feel like I am close but missing something: www.mediafire.com/file/wg0aoz3rf0a2i6q/albedoultimatrixomniverse.blend/fileAlso, shouldn't I make different LOD's for these meshes? Is it supposed to look as messed up as Sims 4 Studio makes it look when I lower the LOD's? Because I noticed it does it for an official EA mesh as well.
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Post by sigma1202 on Jul 29, 2019 1:48:36 GMT -5
Okay, so I'm trying to do one of these on my own, and it's still doing the same as when I tried to bake before: It only makes the mesh the main color of the original mesh texture (with the other watch I tried, it was all green, this new one is all red) I'm not sure what I'm doing wrong or missing. I inserted the mesh, repositioned the verticies over the correct area, set the UV map under the Texture window, made the two Alpha images, and baked over it with the 3 px margin. Not sure what I am doing wrong. It actually seems simple enough when I watch your video, so I'm not sure why the texture is not baking properly. Here is a link to the Blender file. I feel like I am close but missing something: www.mediafire.com/file/wg0aoz3rf0a2i6q/albedoultimatrixomniverse.blend/fileAlso, shouldn't I make different LOD's for these meshes? Is it supposed to look as messed up as Sims 4 Studio makes it look when I lower the LOD's? Because I noticed it does it for an official EA mesh as well. you seem to have skipped a step at 1:28, you have to create a new uv map, just click on the plus button, and make sure you have that new one selected. When selecting the uv in the texture window make sure you select the original one not the copy. make sure to make the new uv map before making any modifications to the uv. pretty much you should leave the original uv untouched, you just need to reposition the copy that you made after the baking is successful you will need to delete the original uv, and rename the copy to uv_0 ps: about the lods you can just import lod 0 for every lod, 50 less vertices won't really change that much performance, if any at all
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Post by jirlucfan on Jul 29, 2019 11:14:24 GMT -5
Okay, so I'm trying to do one of these on my own, and it's still doing the same as when I tried to bake before: It only makes the mesh the main color of the original mesh texture (with the other watch I tried, it was all green, this new one is all red) I'm not sure what I'm doing wrong or missing. I inserted the mesh, repositioned the verticies over the correct area, set the UV map under the Texture window, made the two Alpha images, and baked over it with the 3 px margin. Not sure what I am doing wrong. It actually seems simple enough when I watch your video, so I'm not sure why the texture is not baking properly. Here is a link to the Blender file. I feel like I am close but missing something: www.mediafire.com/file/wg0aoz3rf0a2i6q/albedoultimatrixomniverse.blend/fileAlso, shouldn't I make different LOD's for these meshes? Is it supposed to look as messed up as Sims 4 Studio makes it look when I lower the LOD's? Because I noticed it does it for an official EA mesh as well. you seem to have skipped a step at 1:28, you have to create a new uv map, just click on the plus button, and make sure you have that new one selected. When selecting the uv in the texture window make sure you select the original one not the copy. make sure to make the new uv map before making any modifications to the uv. pretty much you should leave the original uv untouched, you just need to reposition the copy that you made after the baking is successful you will need to delete the original uv, and rename the copy to uv_0 ps: about the lods you can just import lod 0 for every lod, 50 less vertices won't really change that much performance, if any at all Alright, I am getting closer! I successfully baked the texture! It makes sense that it would need another UV map with changed positions, along with the old UV map that was used for the old texture. I have no idea what you are doing at 7:10 though. You did something and the original UV map that we deleted came back? Not sure what you are doing at 10:48 either. Weight transfering? I deleted the original watch mesh at the beginning.. how can I copy it back in at the exact spot?
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Post by sigma1202 on Jul 29, 2019 12:02:15 GMT -5
you seem to have skipped a step at 1:28, you have to create a new uv map, just click on the plus button, and make sure you have that new one selected. When selecting the uv in the texture window make sure you select the original one not the copy. make sure to make the new uv map before making any modifications to the uv. pretty much you should leave the original uv untouched, you just need to reposition the copy that you made after the baking is successful you will need to delete the original uv, and rename the copy to uv_0 ps: about the lods you can just import lod 0 for every lod, 50 less vertices won't really change that much performance, if any at all Alright, I am getting closer! I successfully baked the texture! It makes sense that it would need another UV map with changed positions, along with the old UV map that was used for the old texture. I have no idea what you are doing at 7:10 though. You did something and the original UV map that we deleted came back? Not sure what you are doing at 10:48 either. Weight transfering? I deleted the original watch mesh at the beginning.. how can I copy it back in at the exact spot? 7:10: i pressed ctrl + z, it undoes your previous action, it was a mistake, i deleted it again later, you can just ignore that 10:48: yeah your file didn't have the original watch so i had to export your watch as .obj, export any bracelet or watch from sims 4 studio, open the exported .blend and import your watch as .obj, you might have to re-position it again after importing. and yes i am weight transferring, make sure to use blender 2.70 for this. to export your watch as .obj, select you watch in object mode then click what is shown on the image: after that make sure "selection only" is selected: ps: your texture won't show up after you import the .obj into blender but you don't really need to see the texture
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Post by jirlucfan on Jul 29, 2019 13:08:46 GMT -5
I don't see any of the vertex groups like "b_LForearmTwist_" or "b_L_Cheek_" (even though they would be different because this is for the right arm) At 10:42 you don't have them either, but then at 12:31 you open a different file and they are there. Are they supposed to appear after weight transfering? I don't have version 2.70, and I looked at this: sims4studio.com/thread/81/weight-transfer-blenderBut the option to clean up the weights and just about everything else are greyed out. I don't see anything online on how to fix that, except to enable "Global Undo" which is already enabled by default.. Also, I almost missed having to change the cut to GEOM and 0000. Hope I can figure out this rest of this. I feel like I am really close!
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Post by sigma1202 on Jul 29, 2019 13:37:27 GMT -5
I don't see any of the vertex groups like "b_LForearmTwist_" or "b_L_Cheek_" (even though they would be different because this is for the right arm) At 10:42 you don't have them either, but then at 12:31 you open a different file and they are there. Are they supposed to appear after weight transfering? I don't have version 2.70, and I looked at this: sims4studio.com/thread/81/weight-transfer-blenderBut the option to clean up the weights and just about everything else are greyed out. I don't see anything online on how to fix that, except to enable "Global Undo" which is already enabled by default.. Also, I almost missed having to change the cut to GEOM and 0000. Hope I can figure out this rest of this. I feel like I am really close! Yes they are supposed to appear after weight transferring. Enter object mode make sure to have nothing selected at first, select the EA mesh, after that shift right click your mesh change from object mode to weight paint, and transfer weights, also make sure to follow the additional steps if you are not using blender 1.70
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Post by sigma1202 on Jul 29, 2019 14:27:47 GMT -5
Your EA mesh can't be hidden, follow these screenshots
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Post by jirlucfan on Jul 29, 2019 14:30:39 GMT -5
I don't see any of the vertex groups like "b_LForearmTwist_" or "b_L_Cheek_" (even though they would be different because this is for the right arm) At 10:42 you don't have them either, but then at 12:31 you open a different file and they are there. Are they supposed to appear after weight transfering? I don't have version 2.70, and I looked at this: sims4studio.com/thread/81/weight-transfer-blenderBut the option to clean up the weights and just about everything else are greyed out. I don't see anything online on how to fix that, except to enable "Global Undo" which is already enabled by default.. Also, I almost missed having to change the cut to GEOM and 0000. Hope I can figure out this rest of this. I feel like I am really close! Yes they are supposed to appear after weight transferring. Enter object mode make sure to have nothing selected at first, select the EA mesh, after that shift right click your mesh change from object mode to weight paint, and transfer weights, also make sure to follow the additional steps if you are not using blender 1.70 Ok, I am so very close now! I successfully transferred the weights, and imported the mesh into Sims 4 Studio. I am trying to make the texture look like how it was, but all except 2 colors won't show up correctly. Here is what I mean: The rings should be colored like that grey highlight, but they aren't. Both the rings and a section of the mesh is colored a weird faint purple. What's going on? I even exported the UV layout so I could do this correctly. Why are only two of the 3 colors working? Is this because I didn't vertex paint? ** I did notice in another thread it said to change it from being hidden, thanks! **
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Post by sigma1202 on Jul 29, 2019 14:36:58 GMT -5
Yes they are supposed to appear after weight transferring. Enter object mode make sure to have nothing selected at first, select the EA mesh, after that shift right click your mesh change from object mode to weight paint, and transfer weights, also make sure to follow the additional steps if you are not using blender 1.70 Ok, I am so very close now! I successfully transferred the weights, and imported the mesh into Sims 4 Studio. I am trying to make the texture look like how it was, but all except 2 colors won't show up correctly. Here is what I mean: The rings should be colored like that grey highlight, but they aren't. Both the rings and a section of the mesh is colored a weird faint purple. What's going on? I even exported the UV layout so I could do this correctly. Why are only two of the 3 colors working? Is this because I didn't vertex paint? ** I did notice in another thread it said to change it from being hidden, thanks! ** can you give me the final package? with the diffuse texture
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